Schoening's Forum Posts

  • Just nitpicking really <img src="smileys/smiley1.gif" border="0" align="middle" />

    But on my own website I would get a compulsive fit if I saw something like this <img src="smileys/smiley36.gif" border="0" align="middle" />

    If you make the Scirra Web Page "smaller", the CSS that creates the Shadow overlay and Button Color does not re-size with the rest:

    <img src="http://img443.imageshack.us/img443/615/scirrawebsitebug.png" border="0" />

    Cheers.

  • Pode

    Thank you for the quick reply :)

    I was thinking along those lines too.

    Construct2 has to take far more things into account and thus the exported code is probably a lot more complex then my own simple JavaScript code would be.

  • For example at Pathfinding or creating random generated terrain.

    Why is it that these things are best done with plugins that use straight up Javascript instead of using Construct2 directly?

    Is Construct2 not converted into JavaScript? So what are the reasons that it is slower?

  • It updates when you press Right Arrow->

    I probably delete the Topic when I close the server.

    Until I showcase something cool :)

  • Oh Sorry :)

    I update.

  • Yeah exactly what ranma said.

    Opposite Ashley, we embed into the arcade.

    I don't know if that could be abused against the Arcade server though...

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  • If the server runs for a extended period of time. Won't the count++ array get massive?

  • Perhaps this has been brought up before.

    But how about a Arcade Publishing Feature that is just a <iFrame> Window?

    For Games that use Plugins that are still Pending.

  • Ok, Thanks :)

  • Does it?

  • Thank you :)

    And the Array int(Socket.LastDataElement(1)) does not get overwritten because it uses the variable myNumber = count++; on int(Socket.LastDataElement(1))?

  • I am a JavaScript newbie..

    But here is my first working trial with Socket.io that I made without anyones script.

    All it does is Send a X position every 10 milliseconds. If it's over 500 the server will reset to start position.

    The game is not moving the Red Square by itself, it uses the coordinates it gets from the server.

    (Only works when I am running the Server :p)

    http://dl.dropbox.com/u/53738503/TestSocket/index.html

  • Fixed.

    io.sockets.emit("message", 'Pos,' + x);

  • Do I have to work with strings?

    I need to send a Variable, and sending X as a message, sends X as a message not as the Variable X data.

    So I tried to change it a bit:

    <img src="http://imageshack.us/a/img16/1664/clientside.png" border="0" />

    And Serverside:

    var entities = [], count = 0;

    var io = require("socket.io").listen(80);

    var x = 50;

    function sendPos()

    {

        io.sockets.emit("message", x);

         

    }

    setInterval(sendPos, 1000);

    But then I get this Error:

    <img src="http://imageshack.us/a/img26/9178/localhosterror.png" border="0" />

  • Hey, I am playing around with the Socket.IO.

    I am running the actions of the players on the server, in a dumb terminal kind of way, with the server running the positions and actions rather then relying on the Clients (Who can be a lying bastard!) information.

    Just wondering how I best should handle the time between Received Data on the Client Side.

    So that players don't stop moving while they wait for input.

    In the demo capx of Juantar I saw that he is sending the Velocity of the Moving object as well, that is pretty smart, I think that is the way to go.

    But perhaps I have forgotten something, so I would like to hear suggestions if you have some <img src="smileys/smiley1.gif" border="0" align="middle" />

    ------------------------------------------------------------------------

    Another thing is the size of the strings I am sending.

    On Stack Overflow they told me that I should send packages as small as possible;

    You're micro-managing. That's a question for TCP to handle. No matter the size of your message, your TCP implementation (probably at the OS level) will chunk it as it sees fit for transport. Unless you're sending a large amount of data (kilobytes to megabytes worth) and you need to be able to process it a little bit at a time, you don't need to worry about the chunking of data and packet size.

    But I do not know if the Socket Plugins Socket.LastDataElement(0) / (1) / (2) works if I send single strings.

    Do the Sockets last elements get updated on their own? Or does the whole thing only work while I use the Plugins SPLIT function?